Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Abilities:Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Abilities:Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Type: PsychicPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.Trace: (Can be activtated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Abilities:Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Drought: (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.Attacks:Ember*Tail Whip*Roar*Quick Attack*Fire Spin*Will-o-Wisp*Confuse Ray*Imprison*Flame Burst*Flamethrower*Safeguard*
Nasty Plot
Fire Spin
Inferno

Type: Bug/Fire: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.

The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.

The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.

A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.

As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the centre of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-coloured except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.

Moderator

You decide that you want to head north to the metal pillar, feeling that it will be a good dungeon to go to, so you go inside.

You instantly have to put up with dullness & endless staircases as soon as you're inside & you find it to be rather annoying. Eventually, through the staircases & whatnot, you come across a chamber that feels silent. You see that it is empty, & carelessly make your way inside. Not as soon as you make your way inside, you are instantly attacked by two Bronzor. These two are not friendly & attack you, forcing you to send in your three Pokemon. It's time to duel, it seems...

So, you decide that the best course of action to take is to head towards the frozen zone in the east, & knowing this would be a cold encounter, you move on into the Ice Spire.

So, you go through the path & you instantly start to feel cold, & you feel as if you want to blitz through this quickly. Going through the endless staircases & cold, slippery hallways, you eventually arrive at a chamber of a reasonable size. You make a temperature check, about -5 Degrees Celsius (~23 Degrees Farenheit). This, you hope is as cold as it gets. However, not as soon as you focus back onto the task at hand, you notice 2 Pokemon in the distance: A Snorunt & a Vanillite. You try to sneak past without being noticed, but you make a wrong step & slip over the ice, catching the attention of the two Lackeys, who rush over & confront you, thinking you were an intruder. They don't look friendly...So you send in your three Pokemon, ready to fight the two. It's time to duel, it seems...

Sigma used Smack Down (Bronzor B)!(Crit Roll [<=625]: 9274/10000; No Crit)
Its not very effective...
Bronzor B took ((5+3)/1.5)=5.333 Damage!
Bronzor B became Grounded (6a)!
Sigma used 8 Energy!

The two Bronzor used Psyshock (Sigma, Gem)!(Crit Rolls [<=625/10000]: 8547, 5382; No Crits)
Its Super Effective!
Sigma took (((7.333+3-1.5)*1.5)*2)=26.5 Damage!
The two Bronzor's Psychic Gems was partially consumed!
The two Bronzor used 5 Energy!

Thanks to the indoor arena, Drought was not able to activate, but things went well until the ice storms came, inaccurate they were, but they caused freeze hax on Dreamer & Flare...And not to mention, an unfortunate Fire Blast miss enabled Vanillite to survive...Anyhow, issue your actions.

Round End(Move your mouse to reveal the content)Round End (open)Round End (close)

Please Issue TWO (2) Actions per Pokemon, or initiate a Capture Round, in which case, preferrably throw TWO (2) Poke Balls at a time.

____________________REDIAMOND

Ice Spire - Plain Ice

After the battle, you slip & slide your way through a few more corridors & staircases that seem to go on & on. After a while, you start to notice that it is getting colder & colder, horribly fast as well. Eventually, you become incredibly exhausted after all that trekking & go for the bottle of water...Only for it to be all frozen up. Bloody negative temperature... So you then trek on & on, becoming more thirstier & thirstier, before finally finding another chamber, which you go inside.

As you walk in you notice that while you're freezing the Pokemon here seem to be enjoying the cold. This whole expansive corridor is little more than a giant skating rink. You surmise the small holes in the sides of the room are the nests for all the Pokemon. As you cross towards the end of the arena, you notice the Pokemon playing a game. Swinub and Delibird appear to have set up a soccer match using a ball of ice. Unfortunately, both of them are blocking your way and don't appear friendly. What shall you do?

a) Take on the Swinub.
b) Take on the Delibird.

Your Current Party(Move your mouse to reveal the content)Your Current Party (open)Your Current Party (close)

Please rearrange Team/Items, or use Items before the next RP. Additionally, feel free to nickname the Bronzor, while I PM you its details.

____________________REDIAMOND

Ice Spire - Plain Ice

So you go & find a way to get past the soccer game uninterrupted, but there's one problem: The exit is on the other side, & that could mean barging through the game. So you search for another way around. Well, there's the poorly-made, Ice Built Grandstands, but it's packed with Delibirds & Swinubs who were watching an Ice Spire Football League match between the Swinubs & the Delibirds. Sadly, the game was horribly one-sided with the Delibirds leading 7-0. Sadly, your not wanting to interrupt the game means that you decide to stay & watch from a distance...

Half an hour later, & the game finally ends with a 12-0 win to the Delibirds. You think this is the moment to get to the other side. Was fun to watch, but you really need to get a move on, so you run. Your bold dash catches the attention of almost every Pokemon in the room & they all start squabbling & running in terror...Well, except for the Delibird Soccer Team...Who bravely stand their ground. Upon all the running about, you slip over & fall on the ice. Ouch! One of the Delibird then come up to you & offer you a present. Awww...How cute...You reluctantly accept the present & open it up...BOOM! You were offered a Bomb...You suddenly become angry in rage & send out your three Pokemon, scaring most of the Delibird Soccer Team away...However, 2 of them stand their ground. Not happy at the terror you caused, the Delibird start to attack you. It's time to duel!

Moderator

Continuing your way up the staircases, you randomly walk about & trigger a trap door, which you fall down! Upon impact, you take a bit of damage, & as you get up, you have a look around. This is the strangest room you've seen yet. It's still as cold and bland as everywhere else you've seen so far, but you can actually see yourself is this steel. It seems to have merged itself with a glass-like substance. Up ahead you encounter a circular room, and as you enter it you realise you can't find out where you are. Every side reflects your image. Before you panic, you notice a Bronzong floating around behind you. You attempt to follow it, but it turns around a corner.

You try searching for it again, and eventually you come upon its lair. Unfortunately you have no way back. Bronzong blasts a wall with Flash Cannon and hides away, although the hallway it burst into looks like the normal ones you were encountering before. Unfortunaltely, only one of your Pokemon can give pursuit to it, the other two will have to clear away the space. It doesn't look like you'll be able to continue without giving chase.

Please send in ONE (1) Active Pokemon, AND issue THREE (3) Actions, or initiate a Capture Round, in which case, preferrably throw TWO (2) Poke Balls at a time.

____________________REDIAMOND

Ice Spire - Plain Ice

Well, luckily for you, everything goes your way. No hax happens, as you quickly toast the Delibird duo with no troubles. Unfortunately, Dreamer did not get to Heal Pulse Flare in time, but it did not matter, as you dispatch the Delibird & move on, deeper into the spire...

Battle End(Move your mouse to reveal the content)Battle End (open)Battle End (close)

Bronzong: Psyshock > Psychic > Substitute (20 HP)IF you already have a Substitute up come your third action, THEN use Psyshock A3.IF you lack the necessary HP to create a 20 HP Substitute, THEN use Substitute (15 HP) A3.

____________________REDIAMOND

Ice Spire - Glacial Cavern

Going through the endless hallways, you lose your footing & randomly slip across the cold Ice & fall down what seemed to be a trap door. As you hit the deck face-first, you get up & you gaze in awe at what you see. This Gigantic cavern stretches on seemingly forever, but it appears it only has one denizen: a Mamoswine. It isn't happy you entered its terrirory, and quickly seals you under an avalanche. Only one of your Pokemon will be able to give chance...So who do you send into battle?

Please issue THREE (3) Actions, OR initiate a Capture Round, in which case, preferrably throw TWO (2) Poke Balls at a time.

____________________REDIAMOND

Ice Spire - Glacial Cavern

Things take a turn for the worse, as Sunshine tries to put up a resistance, but a slowing tremour, backed up by a Dig, roughened Sunshine up, before Mamoswine took Sunshine out with an explosive tremour!

Round End(Move your mouse to reveal the content)Round End (open)Round End (close)